Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Author Topic: rigging and wieght painting  (Read 2547 times)

rellik420

  • Sr. Member
  • ****
  • Posts: 652
    • View Profile
    • youtube channel
rigging and wieght painting
« on: February 03, 2010, 09:41:46 pm »

i try and try and try but i still cant get it right. i was wondering if someone can attempt a tutorial on it. im talking about an advanced one. one that really specifies your modeling technique vs. your bone placement and wieght strengths. i guess im just looking for an explination because for some reason i cant get it right.
Logged
h

sgwan

  • Jr. Member
  • **
  • Posts: 53
    • View Profile
Re: rigging and wieght painting
« Reply #1 on: February 04, 2010, 12:28:56 am »

what are you having trouble with?  be more spicific.
Logged

rellik420

  • Sr. Member
  • ****
  • Posts: 652
    • View Profile
    • youtube channel
Re: rigging and wieght painting
« Reply #2 on: February 04, 2010, 01:12:14 am »

mostly fluidity. the shoulders are the hardest part. 2nd hardest would be the legs going into the hips. one main problem i have is clipping as well. like the forearms going through the biceps. i think most of my problem is my modeling. but i guess im just looking for something to reference. ive searched and searched for tips but ive never found anythign relevant

edit: here is  pretty low poly model im trying to work with. i know its not very perportioned but i keep changing it. im trying to test the best way to do things. help would be apreaciated.
« Last Edit: February 04, 2010, 01:58:28 am by rellik420 »
Logged
h

mak

  • Full Member
  • ***
  • Posts: 158
    • View Profile
Re: rigging and wieght painting
« Reply #3 on: February 04, 2010, 04:22:22 am »

this is what ive done. if it helps
Logged
realisim is for reality

mak

  • Full Member
  • ***
  • Posts: 158
    • View Profile
Re: rigging and wieght painting
« Reply #4 on: February 04, 2010, 04:24:16 am »

arm and hand and head
Logged
realisim is for reality

mak

  • Full Member
  • ***
  • Posts: 158
    • View Profile
Re: rigging and wieght painting
« Reply #5 on: February 04, 2010, 04:27:40 am »

as tedious as it might be youll thank yourself later if you name each bone. dont just let it be bone03, bone04, bone05
Logged
realisim is for reality

sgwan

  • Jr. Member
  • **
  • Posts: 53
    • View Profile
Re: rigging and wieght painting
« Reply #6 on: February 06, 2010, 12:56:20 am »

use the other option for weights, not paint weights, but skinning I think its called.  it semes to make the elbow bends much better and not so sharp like you were saying
Logged

rellik420

  • Sr. Member
  • ****
  • Posts: 652
    • View Profile
    • youtube channel
Re: rigging and wieght painting
« Reply #7 on: February 07, 2010, 05:41:17 am »

yea ive tried skinning before. it was a little bit frustrating. either i was doing it wrong or i just sucked at it, it didnt seem like you could get as much control as you can with wieght painting. and on that note, the strenght of the weight does matter right? .1 str would move less with the bone as 1.0 str would move more. right?
Logged
h

hihosilver

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1294
    • View Profile
Re: rigging and wieght painting
« Reply #8 on: February 07, 2010, 09:10:22 pm »

To answer a few questions, first yes, .1 would move the bone less than a strength of 1.0.
As for the term skinning, it refers to the entire process.  The 'other' method of skinning is called envelope weights, because they envelope the figure in a way.
Logged

Water Music

  • Jr. Member
  • **
  • Posts: 86
    • View Profile
Re: rigging and wieght painting
« Reply #9 on: February 09, 2010, 04:25:15 am »

If you want to pick up a good reference book on the subject, Paul Steed's books are excellent.  A lot of it is very 3ds max specific but he's good at making models which are designed to move.  You'd have to adapt it to work in Anim8or but his theories are sound.
Logged